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factorfactor
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2a34b5aef4 |
@@ -0,0 +1,77 @@
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package main
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import (
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"log/slog"
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"git.sunturtle.xyz/zephyr/horse"
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"git.sunturtle.xyz/zephyr/horse/umadump/ism"
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)
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// For each gain type from inspiration (stats, caps, aptitudes, skills):
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// find all activated sparks that can give that gain type.
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// Then, find all subsets of effect groups among those sparks
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// that have effects summing to those observed
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// (or more if the .end_info result is maxed),
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// with the restriction that one comes from each spark.
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// Deduplicate permutations.
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// Lastly, find the intersection of possible effects from sparks that appear
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// multiple times.
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//
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// To some extent, we rely on there being no sparks with the random stats effect type,
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// although we also don't know the distribution of stats from overcapped skill hints.
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type target struct {
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spark *horse.Spark
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group int
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effect horse.SparkEffect
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}
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func skilltargets(sparks []horse.Spark) map[horse.SkillID]map[horse.SparkID][]target {
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r := make(map[horse.SkillID]map[horse.SparkID][]target)
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for i, sp := range sparks {
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for j, g := range sp.Effects {
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for _, e := range g {
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if e.Target != horse.SparkSkillHint {
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continue
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}
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if r[horse.SkillID(e.Value1)] == nil {
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r[horse.SkillID(e.Value1)] = make(map[horse.SparkID][]target)
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}
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r[horse.SkillID(e.Value1)][sp.ID] = append(r[horse.SkillID(e.Value1)][sp.ID], target{&sparks[i], j, e})
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}
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}
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}
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return r
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}
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func resolveSkills(tab tables, career *ism.WorkIdleSingleMode)
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// skillsparks appends all activated sparks that can yield a given skill to r.
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// It assumes that no spark can give multiple skills.
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func skillsparks(tab tables, sparks []ism.Factor, id horse.SkillID, r []*horse.Spark) []*horse.Spark {
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for _, f := range sparks {
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sp := tab.sparks[f.FactorID]
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if sp == nil {
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// ATM we do generally exclude Carnival Bonus from spark info.
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// Better to check.
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slog.Warn("skipped spark", slog.Int("id", int(f.FactorID)))
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continue
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}
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if sparkHasSkill(sp, id) {
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r = append(r, sp)
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}
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}
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return r
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}
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func sparkHasSkill(sp *horse.Spark, id horse.SkillID) bool {
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for _, g := range sp.Effects {
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for _, e := range g {
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if e.Target != horse.SparkSkillHint {
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continue
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}
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return id == horse.SkillID(e.Value1)
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}
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}
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return false
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}
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@@ -0,0 +1,111 @@
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package main
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import (
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"context"
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"encoding/json"
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"flag"
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"fmt"
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"log/slog"
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"os"
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"os/signal"
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"path/filepath"
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"slices"
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"git.sunturtle.xyz/zephyr/horse/mdb"
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"git.sunturtle.xyz/zephyr/horse/umadump/ism"
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"golang.org/x/sync/errgroup"
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"zombiezen.com/go/sqlite"
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"zombiezen.com/go/sqlite/sqlitex"
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)
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func main() {
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var (
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mdbf string
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dirs []string
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files []string
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)
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flag.StringVar(&mdbf, "-mdb", "", "`path` to master.mdb")
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flag.Func("d", "idle_single_mode `dir`ectory (may be specified multiple times)", func(s string) error {
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dirs = append(dirs, s)
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return nil
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})
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flag.Parse()
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files = slices.Clone(flag.Args())
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for _, dir := range dirs {
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ds, err := os.ReadDir(dir)
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if err != nil {
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slog.Error("getting files in directory", slog.String("dir", dir), slog.Any("err", err))
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os.Exit(1)
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}
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for _, d := range ds {
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if d.IsDir() {
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continue
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}
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files = append(files, filepath.Join(dir, d.Name()))
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}
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}
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ctx, stop := signal.NotifyContext(context.Background(), os.Interrupt)
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go func() {
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<-ctx.Done()
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stop()
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}()
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db, err := sqlitex.NewPool(mdbf, sqlitex.PoolOptions{Flags: sqlite.OpenReadOnly})
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if err != nil {
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slog.Error("mdb", slog.Any("err", err))
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os.Exit(1)
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}
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slog.Info("load skills")
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skills, err := mdb.Skills(ctx, db)
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if err != nil {
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slog.Error("skills", slog.Any("err", err))
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os.Exit(1)
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}
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slog.Info("load sparks")
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sparks, err := mdb.Sparks(ctx, db)
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if err != nil {
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slog.Error("sparks", slog.Any("err", err))
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os.Exit(1)
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}
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slog.Info("load umas")
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umas, err := mdb.Umas(ctx, db)
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if err != nil {
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slog.Error("umas", slog.Any("err", err))
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os.Exit(1)
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}
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slog.Info("mdb",
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slog.Int("sparks", len(sparks)),
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slog.Int("skills", len(skills)),
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slog.Int("umas", len(umas)),
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)
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tab := makeTables(skills, sparks, umas)
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g, ctx := errgroup.WithContext(ctx)
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g.SetLimit(64)
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for _, file := range files {
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g.Go(func() error {
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return dofile(ctx, file)
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})
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}
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if err := g.Wait(); err != nil {
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slog.Error("process", slog.Any("err", err))
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os.Exit(1)
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}
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}
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func dofile(ctx context.Context, file string) error {
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f, err := os.Open(file)
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if err != nil {
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return err
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}
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var career ism.WorkIdleSingleMode
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d := json.NewDecoder(f)
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d.DisallowUnknownFields()
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if err := d.Decode(&career); err != nil {
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return fmt.Errorf("%s: %w", file, err)
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}
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}
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@@ -0,0 +1,37 @@
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package main
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import "git.sunturtle.xyz/zephyr/horse"
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type tables struct {
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skills map[horse.SkillID]*horse.Skill
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groups map[horse.SkillGroupID]map[int8]*horse.Skill
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sparks map[horse.SparkID]*horse.Spark
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umas map[horse.UmaID]*horse.Uma
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}
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func makeTables(skills []horse.Skill, sparks []horse.Spark, umas []horse.Uma) tables {
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tab := tables{
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skills: make(map[horse.SkillID]*horse.Skill, len(skills)),
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groups: make(map[horse.SkillGroupID]map[int8]*horse.Skill, len(skills)/2),
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sparks: make(map[horse.SparkID]*horse.Spark, len(sparks)),
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umas: make(map[horse.UmaID]*horse.Uma, len(umas)),
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}
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for i, sk := range skills {
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tab.skills[sk.ID] = &skills[i]
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if tab.groups[sk.Group] == nil {
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tab.groups[sk.Group] = make(map[int8]*horse.Skill, 4)
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}
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// Only add the skill to the groups table if they're rare, the base
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// version of the common skill, or there isn't anything else there.
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if sk.Rarity == 2 || sk.GroupRate == 1 || tab.groups[sk.Group][sk.Rarity] == nil {
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tab.groups[sk.Group][sk.Rarity] = &skills[i]
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}
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}
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for i, sp := range sparks {
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tab.sparks[sp.ID] = &sparks[i]
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}
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for i, u := range umas {
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tab.umas[u.ID] = &umas[i]
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}
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return tab
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}
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@@ -771,17 +771,16 @@ export function conservePowerAccel(
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distanceType: Distance,
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style: RunningStyle,
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rawPower: number,
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basePower: number,
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powerSkillBonus?: number,
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spotStruggled?: boolean,
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rushed?: boolean,
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): number {
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const power = basePower + 0.5 * Math.max(rawPower - 1200, 0) + (powerSkillBonus ?? 0);
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const power = rawPower + (powerSkillBonus ?? 0);
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if (power <= 1200) {
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return 0;
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}
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const sdc = conserveStratDistCoef[style][distanceType];
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const activity = (rushed ? 0.8 : 1) * (spotStruggled ? 0.98 : 1);
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const activity = rushed ? 0.8 : spotStruggled ? 0.98 : 1;
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return Math.sqrt((power - 1200) * 130) * 0.001 * sdc * activity;
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}
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@@ -224,10 +224,10 @@
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},
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]);
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const fcSeries: ComputedSeries[] = $derived([
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{ label: 'Front Runner', y: (x, raw) => conservePowerAccel(distance(raceLen), RunningStyle.FrontRunner, raw, x) },
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{ label: 'Pace Chaser', y: (x, raw) => conservePowerAccel(distance(raceLen), RunningStyle.PaceChaser, raw, x) },
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{ label: 'Late Surger', y: (x, raw) => conservePowerAccel(distance(raceLen), RunningStyle.LateSurger, raw, x) },
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{ label: 'End Closer', y: (x, raw) => conservePowerAccel(distance(raceLen), RunningStyle.EndCloser, raw, x) },
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{ label: 'Front Runner', y: (x) => conservePowerAccel(distance(raceLen), RunningStyle.FrontRunner, x) },
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{ label: 'Pace Chaser', y: (x) => conservePowerAccel(distance(raceLen), RunningStyle.PaceChaser, x) },
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{ label: 'Late Surger', y: (x) => conservePowerAccel(distance(raceLen), RunningStyle.LateSurger, x) },
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{ label: 'End Closer', y: (x) => conservePowerAccel(distance(raceLen), RunningStyle.EndCloser, x) },
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]);
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</script>
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@@ -528,8 +528,9 @@
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</div>
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</div>
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<p>
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Rushed and <a href="#spot-struggle">spot struggle</a> reduce both the duration and effectiveness of full charge, potentially to
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zero. In practice, this appears to be a concern primarily on sprints, which already have a -55% penalty to full charge duration.
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The exact mechanics of conserving power are unclear at this time. What has been confirmed is that rushed and <a
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href="#spot-struggle">spot struggle</a
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> both reduce the chance for it to fire.
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</p>
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<Sec h={3} id="lane-combo">Lane Combo</Sec>
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@@ -58,10 +58,10 @@
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]);
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const laneChange: ComputedSeries[] = [{ label: 'Lane Change Target Speed', y: (x) => race.laneChangeSpeed(x) }];
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const conservePower: Array<ComputedSeries | null> = $derived([
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{ label: 'Conserved Power', y: (x, raw) => race.conservePowerAccel(distanceType, style, raw, x, 0, false, false) },
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{ label: 'Rushed', y: (x, raw) => race.conservePowerAccel(distanceType, style, raw, x, 0, false, true) },
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{ label: 'Conserved Power', y: (_raw, x) => race.conservePowerAccel(distanceType, style, x, 0, false, false) },
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{ label: 'Rushed', y: (_raw, x) => race.conservePowerAccel(distanceType, style, x, 0, false, true) },
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styleIsFront
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? { label: 'Spot Struggled', y: (x, raw) => race.conservePowerAccel(distanceType, style, raw, x, 0, true, false) }
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? { label: 'Spot Struggled', y: (_raw, x) => race.conservePowerAccel(distanceType, style, x, 0, true, false) }
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: null,
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]);
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const gutsSpurt: Array<ComputedSeries | null> = $derived([
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@@ -329,16 +329,11 @@
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Bonus acceleration at spurt start from the Charge Up/Fully Charged mechanic. Scales with base power plus passive skills, so
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modifiers for ground conditions and career mode do not apply.
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</p>
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{@render statChart(race.Stat.Power, conservePower, 'Acceleration (m/s²)', [0, 0.35], { len: true, style: true })}
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<p>
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The duration of Fully Charged does not depend directly on stats, but rather on a hidden <i>conserved power</i> value which
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increases per horse throughout the race. Conserved power does not increase while <a href="#spot-struggle">spot struggling</a>,
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so for front runners, the duration may scale negatively with guts. It also does not increase while running in any
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<a href="#poskeep">position keep mode</a>
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other than pace-down, so its duration may have a very slight negative correlation with wit.
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<a href="#rushed">Rushed</a> additionally prevents accumulating conserved power, so full charge duration may scale positively with
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wit amortized across races. Otherwise, power conservation rate depends on running style.
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This mechanic does not appear to be well understood, in particular how long the acceleration bonus lasts and how the rushed
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and spot struggle multipliers apply.
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</p>
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{@render statChart(race.Stat.Power, conservePower, 'Acceleration (m/s²)', [0, 0.35], { len: true, style: true })}
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<Sec h={2} id="guts">Guts</Sec>
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